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Shader "Hidden/Kronnect/SSR/Exclude"
{
Properties {
_MainTex("", 2D) = "" {}
_Color("", Color) = (1,1,1)
}
SubShader
{
Pass
{
Name "SSR Exclude Reflections"
ZWrite Off
ZTest Always
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 projPos : TEXCOORD0;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.projPos = ComputeScreenPos(o.pos);
COMPUTE_EYEDEPTH(o.projPos.z);
return o;
}
float4 frag (v2f i) : SV_Target
{
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float z = i.projPos.z * 0.99;
if (z > sceneZ) discard;
return 0;
}
ENDCG
}
}
}